# Heat Edge

Heat-map rim · RGB split

A thermal camera sees heat, not light, and paints it in false color. Heat Edge treats the bright parts or the shape of your picture as something hot, with a burning rim, a glow that spills off the edges and the readouts of a thermal camera.

## Controls

### Source

- **Edges of** (Switch: Light / Shape). What counts as hot. **Light** is everything brighter than Level. **Shape** is the layer's own shape, for cut-outs, type and logos.
- **Fill** (Select: Heat / Original / Heat light). What fills the hot area. **Heat** fills it with the palette. **Original** keeps your picture and puts heat on the rim only. **Heat light** colors your picture by its brightness, like a full thermal image.
- **Level** (Knob, 0 to 100, rests at 25). How bright counts as hot, when Edges of is Light.
- **Invert** (Switch: Off / On). Flips it, so the dark parts run hot. With Shape, the space around the shape heats up instead.

### Heat

- **Palette** (Select: Radiant / Ironbow / Rainbow / Plasma). The false colors. Radiant, Ironbow, Rainbow or Plasma.
- **Heat** (hero knob, 0 to 100, rests at 60). The hero. How strong the glow off the edges is.
- **Spread** (Knob, 0 to 100, rests at 30). How far the glow spreads outward.
- **Edge** (Knob, 0 to 100, rests at 40). How crisp the rim is.
- **Shift** (Fader, -100 to +100, rests at 0). Slides everything hotter or cooler along the palette.

### Split

- **Split** (Knob, 0 to 100, rests at 35). Pulls red, green and blue apart at the edges for a color fringe.
- **Split angle** (Knob, 0° to 360°, rests at 0°). Which way the split pulls.
- **Pulse** (Knob, Still to 4×/loop, rests at Still). The heat swells hotter and cooler, up to four times a loop.

### Sweep

- **Sweep** (Knob, 0 to 100, rests at 0). A band of heat crosses the frame once a loop. Behind it, the shape cools.
- **Sweep angle** (Knob, 0° to 360°, rests at 270°). Which way the band travels.
- **Cooling** (Knob, 0 to 100, rests at 45). How long the heat lingers behind the band. Higher holds the glow longer, lower drops it to dark fast.
- **Melt** (Knob, 0 to 100, rests at 40). Melt. The shape smears along the band's path just as it passes.
- **Heat haze** (Knob, 0 to 100, rests at 25). The air near the edges ripples and rises, like heat off a road. It loops cleanly.

### Camera

- **HUD** (Select: Off / Reticle / Scale / Both). The camera overlay. **Reticle** puts crosshairs and a temperature reading in the middle. **Scale** adds the palette bar. **Both** shows both.
- **Isotherm** (Knob, 0 to 100, rests at 0). Isotherm. Paints one brightness level in a flat alarm color, the way a thermal camera flags a temperature.
- **Iso level** (Knob, 0 to 100, rests at 80). Which level the isotherm marks.
- **Iso color** (Select: Green / Magenta / Cyan). The isotherm color. Green, Magenta or Cyan.
- **Sensor noise** (Knob, 0 to 100, rests at 0). Sensor noise that crawls frame to frame.
- **Scan lines** (Knob, 0 to 100, rests at 0). Scan lines and faint column stripes, like a cheap sensor.
- **NUC** (Pulse button). Press it and the image goes flat gray for a moment while the camera recalibrates, the way real thermal cameras do with a click.

## Presets

- **Thermal Camera**: Ironbow with a reticle, temperature readout and scale bar.
- **Hot Spot Alarm**: Anything above the level lights up green.
- **Cheap Sensor**: A noisy low-end thermal sensor with scan lines.
- **Radiant Burn**: A heat band sweeps down the shape: it burns red with a white-yellow rim and cyan-blue fringe, melts where the band passes, then cools to dark before the next pass.
